This is the latest release of the mod editing / creation tools from DICE and EA. THis release brings the tools up to par with the v. 1.12 patch, but no word is available on what was actually changed to accomplish this.

ModJive is an application that allows users to view and download the latest available modifications for Battlefield 2 and Battlefield 2142. It will automatically install the mods and later update them for you when new versions are released.

The Battlefield 2 Stats Viewer's latest version has been released, it is now up to v0.85. I've added a bunch of new features and made improvements of old things like the completely renewed Personal Leaderboard.

To install this unlockers you must extract the downloade(.rar)files into the Battlefield 2 root directory. exa :- If you installed bf2 in C:\Program Files\EA GAMES\Battlefield 2 then you must extract unlocker into this path.

BattleDirector is an application for Battlefield movie directors. It streamlines the movie making process by allowing filmmakers to go from BFR to AVI in simple steps. The simple GUI provides all the tools you need with one-click access.

Changelog v1.4.2446 +++ ADDED - An alternate method is used to detect supported GPM's inside of each map's *.desc file if the xml is corrupt. +++ ADDED - Extra Null "Mod" column checks prior to sending profile data to the daemon (This is just a guess until I can faithfully reproduce the problem you guys are telling me about) +++ ADDED - An Extra .NET Framework 1.1 (with SP1) check in the BF2CC client. If the system does NOT pass this check, the user will NOT be able to save a profile due to corruption issues. They will be informed to install the 1.1 framework and service pack. ?-skipdotnetcheck? will bypass this check. The user is informed of ALL this information, including where to find direct download links for the 1.1 framework and sp1. ** ADDED - Mods other than bf2/xpack can now run mixed GPM's in the same Map List. ** FIXED - If a Mod reports Team Names that BF2CC does NOT have flag graphics for, default flags will be shown (Server Status & Player List) ** Version Checking has been incremented, so 2339 builds will NOT connect to 2446 builds.

These versions are here for people to test. Hopefully they will resolve issues with applying profiles to a running server. I have not had time to investigate issues with mods and custom maps yet; but, BF2CC now reads the map's *.desc file to learn what gpm's it supports. If the mapper/modder did not recreate this file exactly like BF2 maps then BF2CC will not see them.

Patch 1.3 + Armored Fury Changes: ADDED Armored Fury Vehicles

Map Section now has GPM Dropdown. BF2CC now auto-detects Game Mode (GPM) info and Map Size info for each Map by reading the mapname.desc file for each map folder. This allows for easier setup of mods with new game modes etc...

New MM Scripts have the AF map names and "Road to Jalalabad" coded, so that they can be added on the fly.

andere: FIXED - IGA Bug selecting the wrong player when being passed the Player's ID. FIXED - A bug preventing "Great Wall" and "Operation Smoke Screen" from being added to a map list on a running server. FIXED - "Edit Game Settings" Checkbox on User Permissions Control wasn't enabling the "Save User Group" Button. FIXED - ToolTips (Settings Form) now show up properly on controls nested inside of a groupBox. This version has Misc ToolTip Edits as well. FIXED - Fixed "!say" command. It was dropping the first word on non-aliased commands. FIXED - Added extra Error handling for a linux dedicated server bug which reports the BF2 server has been running for over 20,000 years. Elapsed/Remaining server time functionality is lost and will show as "???" CHANGED - Removed KillSession exception reporting because this is a graceful exception. CHANGED - Rcon users will now see a more verbose error message if their script check fails. They will now be told whether their BF2CC client is out of date or if their Scripts (on the BF2 server) are out of date. CHANGED - Removed the .NET 2.0 check. Both Server and Client computer MUST have the .NET Framework 1.1 (With Service Pack) installed. Potential incompatibilities were found when servers were running 2.0 and clients were running 1.1.

Setup

Important: First shut down any instance(s) of your BF2 server that you wish to control with the Daemon. If you have any sort of script, loop or tool (Firedaemon etc.) which keeps your BF2 server running, you will need to disable it as well.

(1) Download and Extract the BF2CC Daemon files into their own folder.

(2) You must have the Admin Scripts installed on your BF2 dedicated server in order for the Daemon to work.

(4) The Daemon Config screen will appear (Windows). Point the Daemon to the instance of the BF2 server (bf2_w32ded.exe) you want the Daemon to control.

(5) Specify the IP and Port you want the Daemon to use for incoming BF2CC client connections. You will need to have the Daemon port (default = 6712) open for TCP traffic in your firewall setup. Click here for more information regarding ports.

6) The default admin account is setup with: User = admin PW = admin You can change the default admin password, but it is recommended that you just login to the Daemon with the standard admin account and create yourself a new account. Log back in with the new account and remove the default admin account for security purposes.

(7)Click "OK"

(8) The Daemon should start up. When you run the Daemon for the first time, it will create a user accounts file and import your serversettings.con file into the default profile.

(9) You will then need to connect to the Daemon via the BF2CC client to setup and launch your BF2 server. Please read the BF2CC Client Walkthrough for instructions.

The Remote Console Web Tool (RCWT) is fully written in python. RCWT uses the remote console port to control and monitor the game server. It is even possible to install RCWT on another system away from the game server system.

- The kit developer must be in your unpacked mod to use it properly. - The kit developer can not read from archives. - The kit developer will search for custom weapons in: "objects\weapons\handheld\*.tweak" - The kit developer will search for custom kits in: "objects\Kits\*.con" - Generated kits must be loaded in your levels to use them. (see the bottom of this thread)

Getting started

Place the kit developer in your mod. Then launch it. If it displays the message: "No weapons and no kits have been located", then the location is incorrect. If you have no custom weapons and kits, you can only use "Open a kit" and "Create a new kit".

Basic knowledge

The kit developer contains 27 weapon select boxes. Here you can set a certain weapon. By clicking on the red cross on the right of a box, you can clear that index. Please note that bots need a rifle (index 3), else they will walk like zombies.

It contains three rows: Main, Unlock 1 and Unlock 2. The main indices are always shown in-game, the unlocks online (if you have gained them).

In case you use Vanilla Battlefield weapons, you can use the "include check boxes".

On the left side of this program is the file manager. Here you can save (as), create, refresh and open kit files. If you have edited a kit, and you tried to open another kit, it will display a message whether or not to save the current kit.

Opening a kit can be done by clicking "Open a kit".

Creating a kit

To create a new kit, click on "Create a new kit". A dialog will appear:

There are two sections: Main information and Mesh information.

Main information

Here you can set the kit type, abilities, name and output folder. The following statements must be correct to display a green sign: - The program must detect the new kit (the output location must be correct) - If the kit not already exists

The kit type determines which icons and mesh geometry index to use. The abilities determine if the player can see health, armor and/or ammo status.

Mesh information

Here you can set the mesh for your new kit. If you have made a new mesh, you can prepare it. This means a "*_kits.con" will be made, loading the kit. If you have prepared the mesh, it will be displayed in "prepared meshes".

If you want to use a vanilla mesh, you can use the "include mesh check boxes".

After you have done all the above steps correctly, you can create the kit. If a red sign has been displayed, then it could be you have to open the kit manually. Else it will add the new kit in the kits list.

Editing you new kit can be done by opening your new kit. Creating the kit will not add weapons; you will have to do that.

Editing a kit

To start editing a kit, select the kit in the kits list. You can only edit the weapons of a kit, not the abilities, kit type and kit icons.

Editing can be done by clicking on a weapon box, and selecting a weapon. You can not add weapons of your own, to make sure no double-indices can occur.

If you are done editing you can save your kit. If you have not yet saved a kit, and you close the application, it will ask you if it should be saved.

Getting the kit in-game

To display your new kit in the spawn screen, you must edit the init.con of a level. This file is located in: Levels\level_name\server.zip\init.con.

Edit this file in notepad. Scroll down untill you see something similar to this:

Changelog v1.4.2446 +++ ADDED - An alternate method is used to detect supported GPM's inside of each map's *.desc file if the xml is corrupt. +++ ADDED - Extra Null "Mod" column checks prior to sending profile data to the daemon (This is just a guess until I can faithfully reproduce the problem you guys are telling me about) +++ ADDED - An Extra .NET Framework 1.1 (with SP1) check in the BF2CC client. If the system does NOT pass this check, the user will NOT be able to save a profile due to corruption issues. They will be informed to install the 1.1 framework and service pack. ?-skipdotnetcheck? will bypass this check. The user is informed of ALL this information, including where to find direct download links for the 1.1 framework and sp1. ** ADDED - Mods other than bf2/xpack can now run mixed GPM's in the same Map List. ** FIXED - If a Mod reports Team Names that BF2CC does NOT have flag graphics for, default flags will be shown (Server Status & Player List) ** Version Checking has been incremented, so 2339 builds will NOT connect to 2446 builds.

BF2CC Version 1.4.2439 Test Released Sep 5, 2006 These versions are here for people to test. Hopefully they will resolve issues with applying profiles to a running server. I have not had time to investigate issues with mods and custom maps yet; but, BF2CC now reads the map's *.desc file to learn what gpm's it supports. If the mapper/modder did not recreate this file exactly like BF2 maps then BF2CC will not see them.

Map Section now has GPM Dropdown. BF2CC now auto-detects Game Mode (GPM) info and Map Size info for each Map by reading the mapname.desc file for each map folder. This allows for easier setup of mods with new game modes etc...

New MM Scripts have the AF map names and "Road to Jalalabad" coded, so that they can be added on the fly.

andere: FIXED - IGA Bug selecting the wrong player when being passed the Player's ID. FIXED - A bug preventing "Great Wall" and "Operation Smoke Screen" from being added to a map list on a running server. FIXED - "Edit Game Settings" Checkbox on User Permissions Control wasn't enabling the "Save User Group" Button. FIXED - ToolTips (Settings Form) now show up properly on controls nested inside of a groupBox. This version has Misc ToolTip Edits as well. FIXED - Fixed "!say" command. It was dropping the first word on non-aliased commands. FIXED - Added extra Error handling for a linux dedicated server bug which reports the BF2 server has been running for over 20,000 years. Elapsed/Remaining server time functionality is lost and will show as "???" CHANGED - Removed KillSession exception reporting because this is a graceful exception. CHANGED - Rcon users will now see a more verbose error message if their script check fails. They will now be told whether their BF2CC client is out of date or if their Scripts (on the BF2 server) are out of date. CHANGED - Removed the .NET 2.0 check. Both Server and Client computer MUST have the .NET Framework 1.1 (With Service Pack) installed. Potential incompatibilities were found when servers were running 2.0 and clients were running 1.1.

Important: First shut down any instance(s) of your BF2 server that you wish to control with the Daemon. If you have any sort of script, loop or tool (Firedaemon etc.) which keeps your BF2 server running, you will need to disable it as well.

(1) Download and Extract the BF2CC Client files into their own folder.

(2) Start the BF2CC.exe file.

(3) The Login screen will appear. You will need to know if you will be connecting directly to the BF2 dedicated server's R-Con or if you are making a Daemon Connection. They are different!

(4) If you are making an R-con only connection, you do not need a username but rather a Chat name if you want. A chat name is optional and will identify you to the server if you send chat messages in. Daemon connections require a username and password.

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